I wanted to like this book, but the truth is, more than 500 pages are useless for real game development.
A more accurate title for this book might be:
"Hobbyist Tricks of the Trade for Amateur Games"
For example:
pp 681-909 (229 pages) "Trick 20: Game Programming Assembly Style"
These 200+ pages are a case study of "SPACE-TRIS", a Tetris clone written *entirely* in Win32 assembly. It is now the year 2002 and no one is programming an entire game in Win32 assembly. That makes over 1/5 of this book useless, not to mention filled with pages and pages of printed assembly code. The first paragraph of the chapter even admits that the whole thing is an updated version of a series of articles that were posted on the INTERNET FOR FREE....
pp 329-452 (124 pages) "Trick 12: Simple Game Scripting"
This could have been an incredible chapter. Certainly enough pages were dedicated to it, but it turns out that the scripting language created is "based loosely on Intel's 80x86 assembly language" (that's a direct quote). The point of a scripting language is to create a higher level language - not a lower level language. This chapter walks you step-by-step though a completely irrelevant and useless example language. Thanks for nothing.
pp 169-216 (48 pages) "Trick 7: In the Midst of 3-D, There's Still Text"
You won't believe it, but this is a chapter on making a Text Adventure Game (like Zork), but with zero graphics. While this is interesting, it is strictly in the realm of amateur/hobbyist stuff. Your job interview at a real game company will go great when you mention that you wrote your very own text adventure - just a month ago. They'll try not to laugh.
pp 253-277 (25 pages) "Trick 9: 2-D Sprites"
This would have been a great introduction to sprites 15 years ago. However, more than 99% of the games on the PC, PS2, XBOX, and GameCube don't use sprites. In fact, 99% of the games on dead systems like PSX, N64, and Dreamcast don't use sprites either. This material is extremely outdated.
pp 279-306 (28 pages) "Trick 10: Moving Beyond OpenGL 1.1 for Windows"
More than 99% of game development is not being done in OpenGL on the PC. DirectX is the only practical choice for PC games at this point. That makes this chapter irrelevant.
pp 913-932 (20 pages) "Introduction to Dev Studio"
If you need this info, this book isn't your biggest problem. This is also a reprint from the book "Special Effects Game Programming with DirectX 8.0".
pp 933-984 (52 pages) "C/C++ Primer and STL"
If you don't know this, you shouldn't be buying this book. Buy a real book on C++. Even though 50 pages are wasted on this, the writer admits, "It's not really even going to scratch the surface." Then why is it in this book???
pp 141-167 (27 pages) "Trick 6: Tips from the Outdoorsman's Journal"
This is a chapter focused around heightfield rendering. This was state-of-the-art technology when the game Magic Carpet came out 8 years ago in 1994. Now you can find this kind of code for free all over amateur game development web sites. Again, very dated material.
pp 567-590 (24 pages) "Trick 16: Introduction to Fuzzy Logic"
This is an updated version of Andre LaMothe's Game Programming Gems paper. This is the only AI chapter in the entire book - and it has no source code demo. For being the only AI topic covered, it seems pretty useless when coupled with the other chapters. It's as if it was included just because it was handy from a previous book. Do you think?
pp 991-996 (6 pages) "ASCII Table"
This section is dedicated to printing the ASCII character set!! This is blatant fluff to get the page count up.
pp 985-986 (2 pages) "C++ Keywords"
Yes, this is a list of all C++ keywords. And it takes up 2 pages. Tricky.
The editors of this book were obviously trying their best to fill as many pages as possible to fool you into thinking you were getting a lot for your money. But the truth is, the book is mostly just bulk... blank pages, chapter titles that take up a full page, useless tables and lists, and, insanely, pages and pages and pages of assembly code.
Recap of the facts:
200+ pages are available on the Internet for free.
500+ pages are not applicable to real game development....
Why is this book full of amateur/useless game programming tricks? The answer is because 1/3 of the writers have never programmed games for a living and another 1/3 work at little unknown companies (bios are in the book). To give an example, one of the writers works at a company that makes software for the blind while another is a HIGH SCHOOL student. A great deal of these people are unaware of what is important for real game development. If they knew, they wouldn't have written most of these chapters.
Here is a quote from the back of the book: "Game Programming Tricks of the Trade is a compilation of techniques from today's leading game programmers." The irony is rather sad.
Bottom Line:
This book is not written by today's leading game programmers. This book is overflowing with amateur material found on Internet hobbyist websites. Whatever you decide, do not buy this book without examining it in person.